LEts Start:
The rabbit start thing was a good idea, or it would of been. I went to something called either run or runt (dont even know why the author placed it there, maybe just for additional detailing) and i warped to a room with the words CHICKEN blocking any way out, like i was in jail. I dont even know why i was put in jail, and there was no way out, unless you use cheatcodes. The story, all would of been good if i could of actually read the story, but thats a common mistake. Well not really, but ill forgive that, next time please try to use text instead, it takes less effort and it’ll turn up better and more viewable. Other than that, i didnt like the backround here and this level was bad, but i wont rate it because it isnt an “actual” level :P
The carrotus level looks really bad, there could of been WAY more goodies placed in the level, the foreground eyecandy stars things, i wouldnt reccomend using them as foreground things flying throught the sky. They are originally ment to be put in layer 3, in the same spot as thorns are in layer 4 (make sure both layers have the same speed) to make the thorns look sharp and deadly. If you wanted to make rain, its good that you try, but if the “rain” looks bad, you shouldnt keep it in, and just go without the rain. Sacrifices should be made, no tileset has every single tile required for a creative level. Lets move on now, tileplacement. Oh dear, this wasnt very good at all, sorry. The tiles sometimes were screwed (no offence here, sorry if I sound mean), the ground tiles sometimes didnt fit in together, and the lack of goodies, better gameplay and eyecandy made me feel VERY bored playing this. Keep trying to use carrotus, sooner or later you’ll be an expert at it :). The last thing i have to mention about the level, the enemy placement. Could of been better, but at least its not the worst. Id say the enemy placement is average, sadly it didnt add much fun to the level.
As for the second carrotus level. Finally, is that food I see, and ammo too? This one, has placement( I dont now if the other one did, but i didnt play until the end, it got a bit boring so i skipped to next. ANYWAYZ, the tile placement looks VERY unfinished, the ground is floating in midair, or so it seems, the carrots are growing out of nowhere. The eyecandy, barely any, most of it is used to hide baddies. At least there werent those “rain” sparkles in the foreground. The enemy placement, not to good. Most enemies ar bunched up and some are hidden which makes it difficult to find out who is hitting you which isnt very nice _. The carrotus levels are sadly below average, and needed extensive work. Lets move on. Predator or prey, creative name, good use of the layer 1 eyecandy,( i think the spikes were in layer one, because in my SP levels i usually put those types of things in layer 1, because i need layer 2 for more eyecandy). The tileplacement is good, i have a small question. Did you make the carrotus levels after getting jj2, waited a year or so to get better, and then made the diamondus levels? Because thats not a very rare thing to do,i have made levels consisting of the same pack in seperate time periods with as much as 3 or 4 month difference, but thats me. Again, i dont like the idea of enemies such as bees hiding behind layer 3 and suddenly attacking because you have NO way of knowing (unless you turn on the sound way high to heard the chattering of enemies, but who’d do that), and you get hurt instantly. Enemy placement, you should avoid making large bunches of different enemies in a level, just stick to 4 or 5 main enemies and use them throughout the level, and try making the enemies “fit” into the level style. For instance: Why would u put a demon in carrotus, it has nothing to do in carrotus, and belongs in the d*mn levels. Try using enemies which fit into the location, and make them easier to avoid, i dont want to get hurt all the time. Strange texts and ok destruct block use. This level isnt that special, what a magical thing, using still spikes in the foreground :O j/k. But this IS a good level, hard to believe made by the same person who made the carrotus levels. As for the second diamondus level, its a bit worse than the first, no other comment on it.
Town at midnight: Ok….when i started, the light became so bright that it hurt my eyes, and i couldnt fully concentrate on the game :(. Why is there snow, it doesnt fit in the tileset BUT, i cant take marks of because a person is expanding his creativity. ;) Why did i get kicked out of the house for? Is it my fault i killed the fat lady? She was pestering me :). House use ok, sewers were dark, but that was ok, in real life i think sewers are quite dark, so no comment on that. The thing is, that snow looked a bit weird in the sewers, would snow snow in sewers? I dont think so…..A trigger crate i found was spaz biased, but im not sure what it did, so i cant really make a statement on that. The bridges blocking the food so you cant get it arent blocking it well, u can easily avoid the bridges and get the food. Im not sure if that was on purpose or just a mistake. Tile placement overall was nothing special, but way better than carrotus. Layout was good and so was goodie placement. This was most likely a bit above average, but had some mistakes in it which greatly brought down the mark. One thing, i didnt hear the music here _. The next colonial level has a lot in common with the first, so i wont fully play it, but it looks a bit bare, and no snow (YESS!;P)Death to the hunted aka the castle level: Level by toxic bunny eh }=D. The eyecandy is good, above average etc etc. The tile placement is as it should be. Again, the level sometimes does look bare, but is fun to play. Goodies and enemies placed fairly. Hmm…Tileplacement was actually great, i liked it. I did a small test at the first savepoint and after getting it i purposly killed myself to see if i would get stuck in a wall, but i didnt. Instead, the ambient lighting reseted itself and it was all bright again, but then at the second savepoint it got back darker again =) One thing, that trick with the h pole and all those speed destruct colums, the biggest one, it was impassible for me =( But then i figured the last row was to be destroyed with a blaster, but the bottom few columns werent ment to be destroyed. x(Anywayz, nothing else to say for this level. As for the boss level, im not very fond of levels only made for a boss, there should be more challenges and puzzles before the boss in the same level. One question though, why include a custom set which takes up loads of kilobytes when just using it for one boss level? It you are going to include a custom set, at least make a full level with it, so the amount of kb the tileset adds to the zip will be worth it, but o well. If iwould relate the snow in the bonus levelto anything, it might sound very rude, so i wont. Also,the use of tiles in the bonus level is very confusing, and i dont see the point of the bonus level except that it is used to include the word OMG in the pack =P And i still never found a way out of the bonus level, wait, i did! n.n. The credits i wont rate so no need to review them.
OVERALL: Well, this pack had to much mistakes to be rated very high, but it had effort in it. unfortunately, some levels birng the rating down and make it look bad for some other well made levels, and i cant really reccomend this pack. Sorry, i hope 6.5 will do (its not as bad as a 4 =))
Err……I dont understand.
Are we suppose to rate the tileset, the level or the new gametype you just came up with. If its for the level, i cant say much, the tileset, not to good, the gametype, very complicated, could of been easier….
Happy Holidays from Blackraptor :)
[This review has been edited by Blackraptor]
When i first read all the reviews, i thought, this couldnt be that bad, but it is. Almost all, or all (hard to tell) tiles are ripped from many other games (mario, final fantasy and a lot of other games probably) and the tiles have nothing to do with each other (slime in one place, fire in another). It WOULD of been a cool idea to have a tileset with many themes like this one (hint hint) but unfortunately the majority of ripped tiles overcovers that good point and doesnt make it stand out much. Although, one thing is, when i look at other tilesets like this in the past, they have received a way higher rating like this. Why? I dont now, but it seems unfair.
Download it or not, depends if you like ripped tiles or not, but i wouldnt necessarily reccomend this. Sorry.
Edit: Small bug in the review which i had to fix :P
[This review has been edited by Blackraptor]
Thetileset IS very small, but it needed to be small to be entered in Wisey’s competition. The eyecandy leaves confuse you a lot because of the close resemblance with the foreground. The suckers also blend in to much making them hard to notice, but then again, that goes to lots of the tiles in the set. The poles blend in (again), but otherwise they are ok. The ground is ok but could of been better, and the destruct block, it has a good color, but it looks unfinished. The backround tile is good though, no complaints about that ;P. No complaintns about hooks either, but i felt they should of stood out more.
OVERALL: A fairly simple small tileset, which had to much of one color, but good texture and good effort. I wouldnt rate this high because it just has to little tiles and all other not so good things i mentioned in my review, but it is definately worth a try and is one of the strangest sets i ever saw, which makes it more unique. :)
Ill leave it N/A since i have NO clue what to rate it, and dont want to under/over rate it.
Lets start with the mini-tileset aka Dark Marshland. It has a nightish theme which i like, and moonblaze tried his best to make the backround layer eyecandy fit into the tileset. The backround, considering a warp backround wouldnt fit, is ok, and fits into the tileset. There are very nice and blue sucker tubes included, and some blue distruct blocks, which look cool but sometimes hurt your eyes. Other than that, there is some strange, but well made ground, although i wouldnt have used that brownish color. As well, there are interesting hooks and poles in the set, and brown arrows (to bad moonblaze couldnt make ones pointing down or up), and ropes used for vines. There is a text sign, and an exit sign, with a color that fits into the set.
Now, for Dark_MarshlandEX
The warp backround is ok, not the best it can be, but still very well done. The stars and moon look a bit cartoonish, and the clouds are carefully done. The black backround eyecandy is good, but could of been better as well. The ground here is donewell, i like the color, and there are strange eyecandy things that can be used to decorate the ground. The set includes the important tiles, and has rain in it. It also has invisible tiles, and some colored text. In this set, the up&down arrows are included as well as the left&right ones, and it has green animated bubbles??? Whenever i look at the blue ground, it reminds me of a well textured waterfall, and its a shame there isnt any waterfalls in both sets, but you cant expect everything in a set… There are green and blue animating circles which can be used for warps, and text blocks.
OVERALL: Both of these tilesets are well done, and both relate with night. Although they have some downfalls, they are still a good addition to any tileset collector’s jj2 folder. Good work moonblaze and keep it up.
Level 1: Introduction level or something
There wasnt a need for this, and it isnt a level, so i wont rate this.
Space Station ALita 7: THis level uses disguise’s awesome spacey universe tileset, and it makes goood use of it too. It has interesting eyecandy, and good layout. The ground and walls are well decorated and the ammo placement is kinda fun. NOthing more to say here
Astroni-Ave: Strange name, using blade’s awsome space tileset. The layout is good, so is the spring placement. Eyecandy can be annoying, but is good. Placement on my opinion is actually great, not over or underused. NOthing more to say here as well.
Claustromania or somethin’
Nice layout and eyecandy, the level is mostly calm and simple, and i like it. Nice placement, and i just liked this one. No comment
Deeply rage: Sweet eyecandy, nice placement, nice tileset use. I didnt really like the floatuing letters though.
Ext-Morse:
Eyecandy rocked, especially the foreground spaceships, such creativity. Good gameplay, though i feel the level could of been just a bit bigger.
Blasting Tron Project: Lol funny text, counter-terrorists win. Its like jj2 is really counter strike in disguise;P. Ahem, now the level. My only comment about this is that it is very goood for a tubelectric level. Bah, one more comment, good spring and sucker tube use
12 hour tea: Hate the backround, love the music, lovethe eyecandy nd the layout placemnt was really fun as well.
Waste house: Nice eyecandy, but the same ol’dethman tilesets get boring after a while, i had them for over a year now. Nice layout and a big level.
Shockwave: Nice layout, nice eyecandy. Thats all since i am tired of writing 4 or five long reviews like this all in one hour.
Tb Shockwave: IS it me or are these the same levels (this and the one above)
Force Draw: COnfusing, but nioce eyecandy, nice spaceships. Placement could of been more “lively”
Ill add more to the review later, but im dead tired right now.
Evil Canyon CTF: The level itself is quirw big, and uses the drkness tileset by mirrow. OR at least i think mirrow made itm but im only 80% sure on that. The ammo placement is very good, so is the spring placement. Its a bit biased that the red team gets a pu and the blue doenst. The eyecandy is slightly above average here, but at least there isnt any mistakes. The tile placement just plain rocks.
CelL’s LAb: The first two downfalls are that the music is gone,but that isnt actually a downfall because i didnt download the music, and that it uses a custom tileset ;P But those are mostly the only downfalls. The eyecandy is good and steady, and not overused. Same goes with the placement. The layout is good and open, withot dead ends, and the tileset use is very creative and good. The base placement is also well-made.
Crystal Caverns CTF: The backroud here hurt my eyes and didnt fit with the tileset at all. The eycandy was a bit to overused, but it was also good, im not exaclty sure if there is any bugs yet. The layout isnt the best it could be, but its well done as well. The name decieved me into thinking this was made with a crysilis tileset ;P, but i was wrong. Nothing much wrong with the ammo and food placement. Like i said before, i HATED the backround.
ToXaNi-StArWaVe CTF: The name was difficult and i had to copy it as well ;P The base placement is cool, the red base which LOOKS like it is standing on solid ground, but is actually floating in mid-air ;P
The tileset use is how do i say this, very detailed, and creative as well. Nice and easy eyecandy which isnt the least bit disturbing, except those asteroids in the foregroudn layers seemed to startle me. The placement is above average and the layout is too.
Glowing Wasteland: Fianlly, a level with coins. Althoughthe coins are very sparce, CelL did the right move by making the bonus warp only need 10 coins. The eyecandy is very good, those backround fences and all those stuff, and the layout is very open. The music fits, and my only suggestion on this level is that the eyecandy can be less annoying. The bases are placed ok, and so are the platfroms, each having lots of eyecandy.
Zaitox CTF: Probably the best, the eycandy is the best it can be here. All those cool tricks with the brown blocks and allthat eyecandy, iit just rocks. The placement is also good, the powerups are placed well, one on one side, the other on another. The base placement rocks, the bases look so close together, yet they are so far away. The platform placement is awesome. A bit crowded below and spacey above. The carrot placement is also good, not the best it can be but still very good. Like i said before, i love the eycandy. The suckerz are used well and so are the warps. The turrets and all those are also placed amazingly.
Conclusion: THIS RUXORS GET IT NOW PLZ
Pipe Dreams: The music fit the level well. The eyecandy was some of the best, nearly all good points. In fact, some of the best sirius eyecandy can be seen here. Ammo placement was well, nice chocieo of pu’s, nice placement of them as well. LAyout was good as well. This was definately a good one in the pack.
Evil Chemisty: Different music could of boosted the mark, im getting quite tired of hearing the same tubelecr\tick music over and over again. Eyecandy was not the best, but was passable. Layout was ok as well. Placement was good. Not the best level in the pack, but one of the average ones. This was probably becauswe im biased towards rating levels with custom tilesets.
Radioactive Warfare: Music was strange but suited the level fine. Eyecandy wasreally food here. The layout was fine and the placemen was good too. The tileset use kinda inspired me, with all those cool tricks and all. I might as well mention that even though the eyecnady was good, it was confuisng and annoying at times and could of been a bit better. Powerup placement was ok as well.
Toxic Metal: Music fits, spring placement was good, so was the eyecandy. LAyout was great as well and some cool tricks used in this one as well. The ammo chocie wasnt that good though.
Tubular vortex: Like i said, im biased at reviewing levels with custom tileset, but some quick notes on this one. Music was different than the original tubelectic, thank god. The eyecandy was amazing, but confusing at the same time. Placement and layout wasgood. Music rocked btw
Scrap metal: The eyecandy was really good and unique here, the green backround used for slime and all those metal pipes for backround eyecandy. THe placement could of been better. There was no need for all those bomb crates and trigger crates, i have no clue why CelL inckluded them. music fits and all those stuff like that.
Worth a download reccomedation.
Since noone made a long review on this, id rather make one than just write a short one.
Claustrophobia:(spelled with a ph, not an f i think) The music here was not included, shame, i wanted to see how the music was like. The level itself is very small, based in a spaceship where the blue electric poles warp you somewhere and stuff. The tileset is used well with some cool tricks and cool eyecandy.
Factorial Fiasco: The tileset use was EXCELLENT. Looked exaclty like a factoy, good eyecandy, strange warps which dont take you far. The vines were hard to see, and the bases needed effort to reach. The ammo placement was ok, had a variety, the carrot placement was ok as well. The music fits.
The CelLavator:
The backround eyecandy was rather good, and the ammo placement was well. The music was missing again, and the layout was sometimes crowded. The eyecady rocked, but the level was small. Interestin tileset use.
The destroyer: The eyecnady here was WAY to confusing, as well as the layout. But it did have some cool effecrs here, like the pack of spaceships flying through in the foreground. The tileset use was excellent once again. The ammo placement was good, had a variety and wanst only placed in dull squares or rectangles.
The dimensionator: MUSIC ROCKED AND WAS A GOOD CHOICE FOR THE LEVEL. Isounded a bit to hyperactive there, but the music choice was great, and i liked it. The tileset use was strange, the brick backround is common for a warp backround, dunno why. The layout was ok, im not to fond of it but it was ok. So was the ammo palcement and the food placement. The foreground eyecnady was strange,those black dots popping out, but it made the level look as if it was a strange dimension in space or something, which was both interesting and fun. The springs were placed well.
The reconstructor: I probably liekd this the least. The eyecnady was way to confusing at times, so was the layout, to much bricks in the way etc. The spring placement was average, with some good points and some downfalls. The placement was sometimes to sparce, other times it was a bit overused.
Conclusion: A good levelpack by CelL, with some missing music, 2 missing files if i am correct. The ones that werent missing was regret.mod and mech8.s3m. The other 2 were gone =(
These levels are good for CTF and have tons of good points in them.
I actually kind of liked this.
The music choice wasexcellent, really good music. The ammo placement was good, not to bad, but not great as well. The tileset use was good, the backround didnt drive me nuts, the eyecandy sometimes did ;P. Interesting “water” idea. The rain does look like small rocks, and would hurt if they hit jazz on the head ;P, but im thankful CelL put it in the backround layeres instead if foreground, if he’d put the rain in foreground, i would of rated this a 4, but he didnt. The layout is not to bad, its ok as well. The level itself is slightly above average, but not as good as some of CelL’s other levels. Worth a d/l though.
Sorry for the low 6.7, but at least it wasnt as low as the 6.5 i was going to rate it. The tileset basically has only one theme, the lavalamp theme, and a tileset with only one theme gets boring real fast. The tiles are colored in good and all, but its to small. Good and imaginative idea though…….
Although this is a small, small tileset,and definately not skulg’s best, its still worth a download.
Ok, first the tileset use
The tileset is used well, not much is wrong, although there WERE bugs.. The lightning was very disturbing and hurt my eyes, and im not to fond of lightning.
The placement: What placement, the level was half empty, except carrots, pu’s and food. The powerups are 2 close together, u need to get one, and make a jump for the other soon after. There was 2 much carrots here in my opinion.
The base placement wasnt the best it could of been…
The eyecandy wasnt the best, id say it was around average.
Ok, I feel as if my review can be longer, but i will keep it N/A so i wont get any complaints about rating too low or something.
The eyecandy: There is eyecandy here, but it is poor or average. The dinosaurs should all have been placed on layer 5 and 3, and the trees are VERY confuisng, not knowing which ones are masked and which arent. The water looks crappy here (no offence) and the tunnel just takes you one way, it wou;ld have been more interesting if the tunnel split into more tunnels so there woul;d be more to explore.
The placement is very poor (again sorry if that sounds mean), there are food here, but no ammo. Just 3 powerups (at least i foound 3) and some fastfires, which are all bunched up. This brings down the rating by a lot.
The CTF bases arent the best they could be, but i’d settle with them, knowing how hard it is to make both teams have a fair advantage. They could of been better though, but then again, that goes for a lot of CTF levels.
The layout is basically 2 wayed, you just take one pass, either land, trees or underwater, and end up on the other side, and just take the same path back to end up where u were before. There is no detours which you take that you end up in secrets or anything, and no ammo to slow you down and to make the level interesting.
My conclusion is that this has a lot of potential, but could of been done way better. More ammo and more secrets could of been added, and the level could of been bigger so there will be more to explore. But it is a good effort and worth a download reccomedation.
[This review has been edited by Blackraptor]
Ok, I L I K E D T H I S
The music was cool, and it fits the level (in my opinion. It has a metal beat that reminds me of metal and stuff, so good music choice. +0.5
The eyecandy had some bugs in it, but was good infact. It had some originality, and i liked it, it kept the level alive, so it wouldnt get dull as fast. + 1.5
The gameplay was good, springs placed well. lots of ramps. Tile placement was well and the level was well made. Its good to see how a person getting 2’s and 3’s suddenly got 8.5’s. Reminds me of me :). +2.0
The placement was soemtimes biased for one team, but it was better than boring old squares and had a variety. Although it could of been placed better, it also could of been placed much worse, so good for the ammo. The coins, might take a while to get 20, but they’re placed ok. So are the carrots. +1.5
The vines and all are also placed well and the design of the level is good. IT has some cool tile placement and some very well done ideas. +1.5
The overall feeling when i was playing this felt good. I felt sorta inspired by this level and it felt fun playing it because of the good eyecandy, music, gameplay, design and placement combination. +1.0
0.5 1.5 +2.0 1.5 + 1.5 + 1.0= 8
But this was a good effort and a well use of the wasteland tileset so i will give it a generous 8.5 and a download reccomendation
Please reupload with the tileset and music. The size would still be under 4 megabytes which is around the limit we have.
Please reupload, i will rate this later.
The max. size isnt one megabyte actually. Ive uploaded, and many other uploaded many packs of levels with sizes over 1 megabyte, it just takes a while for it to upload, approx 10 min if its 2 mb and 5 or 6 min if its 1 mb. But thats for me[This review has been edited by Blackraptor]
Hmm…..basic review
The layout was ok, i didnt stumble into dead ends, as i remember. The one ways used good, some neat tricks. The music is cool, and the tileplacement is all good except the top left is to confusijg for me. A fairly well level made with one of the best tilesets on j20, and i liked this. Ammo placement was ok, not to good, not to bad. Carrot placement wasnt as well, but ok. Not much more to say.
Im not sure if i would rate this an 8 comparing to other levels.
The music choice was ok, i liked the music, it didnt go with the level to much, but i liked it. The ammo placement was mostly boring squares and rectangles, and could of been more fancier. The springs are way underused, nad could of been used much better. I didnt see anything wrong with the eyecandy and im glad that elmer took my advice for the level. I cant say much about the pu’s except their placement is more blue team biased, the red team will take longer to get to the pu’s. The platform placement could of used springs, it was quite annoying with jazz doing uppercut all the time to get up. In some places the level looked bare, so i didnt like this as much. I think it deserves a 6.5 or around that mark, but i gave it a 7 because it had some good points in it.
I got an error with this.
After i downloaded it and out it in my jj2 folder, it was a winzip file(everything normal here), but then, when i opened it it said this message:
Cannot open file:It does not appear to be a valid archive
If you downloaded this file, try downloading it again.
I d/l it 6 or 7 times and still the same error when i open it. This doenst usually happen….
Its that when i click download, it starta downloading and finishes in one second, so i cant see the kb per sec or the percent because it fins\ishes to fast.
[This review has been edited by Blackraptor]
Ok, i got it now.
The levels basically use some of the most overused tilesets in the whole world. The placement, to much enemies, to little pickups. The eyecandy had bugs, but was ok. The route of the levels was sometimes confusing, but ok. Overally, i dont think this deserves a 7.5 compared to other levels, a 6.5 should do.[This review has been edited by Blackraptor]
This tileset rocks, it has the requirements needed (poles, destruct blocks, back+fore eyecandy etc.) and it looks so cool. The backround looks grey and dull, but it fits in with the tileset. There are some nice and interesting animations, and awesome looking spikes. There are a few bad points, but i cant really take much off because of that. Read WR’s review for more.
I think this was a bit overated for me….
Lets starrt with the caslte levels. The eyecandy could of been WAY better and the level sometimes looks dull and ugly. The placement, i have no major complaints but could of been a lot better. The gameplay is leveling of beetween average and good.
The mez levels, some like the tunnel one were used good, the only one with good eyecandy was the tunnel one, the rest, the eyecandy was below average. The placement, in one level i saw some spaz biased platform with powerups, and the warp tiles looked weird and took back from eyecnady a bit. Gameplay was good though.
The tubelelctirc one: The eyecandy was not much better than the rest, except for the tunnel one, and the gameplay was ok. Nothing more to say here
The beach one: I really think the tile placement/eyecandy was the worst here, tiles placed poorly, i dont know if there even was any eyecandy, except layer 4 and 8.
Unlike others, i treat eyecandy as equal as gameplay, and the gameplay saved this from a 4. If the eyecandy was taken care of more, the level could of got a higher mark from me. I’ll give this a d/l reccomendation to those who dont care about eyecandy much.
This is a bit overated….
The backround was ok, strange, but ok. I think it mught of been a more stranger and colorfuler version of a forest backround, but im not perfectly sure. Were the wood tiles ripped from jungle? The water looks ok, better than some types of water, but worserthan soem as well, but it was above average. The ground was ok, not to perfect, but better than some, but not to good as well. It just looks weird and all, and i dont think it deserves almost a 9. Around 7 would do.
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